Elddar Forest

Quick Facts

Centuries ago, the massive Elddar Forest spread across much of southeastern Tunaria (presently known as Antonica). In addition to the Elddar elves, there were high numbers of tigers, grizzlies, snakes, wolves, unicorns, and treants to which the forest was home. On opposite ends of the forest were the Nogdha, a small clan of orcs in the east; and Clan Vorzek, a group of giants with an outpost on the western edge of the forest.

This forest, along with the elven city Takish-Hiz, was gradually dried out by the relentless heat of the sun brought on by Solusek Ro's wrath. The trees died and the great elven city crumbled, leaving desert sand in its wake.

Fastforward to present day: Under the threat of Mayong Mistmoore's release in to godhood, Tunare has called upon the aid of Karana and Druzzil Ro to give Norrathians a passage into the Takish Hiz of old. It is her hope that Norrathians will learn from her lost Chosen, and will return to Norrath with their great knowledge. A portal to the ancient Elddar Forest has been opened in the Ruins of Takish-Hiz, far below the Desert of Ro.

noticing what prior posts have said- guys, most mobs there DON'T see through invis. that being said, i am glad not many people like it. i enjoy going there myself. aside from oceangreen, it is one of the most peaceful and beautiful places to go. and i spent most of my time from 65 to 75 there.

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Success comes when preparation meets opportunity -- and EQ is no exception.

Ok, so after I spend two days trying to find the zone to Elddar from Takish, I finally figured it out. So here's the long way:

POK Port Grobb (South East) to Innothule Swamp take Northernest tunnel to South Ro. Then about half way north of zone in point in Ro, around a butte, is hole in ground to zone to Ruins of Takish-Hiz Once you are in Tak, mobs train bad and see invis so be careful, Find the arena in the center of the zone, North/slight WEst of arena is a swirling dust funnel at the base of the dust funnel is a dark circle Click the circle and you're off to Elddar. Plentiful Mobs there too. Can see invis!

About the only thing useful to come out of these threads is the fact that the zone in to Elddar Forest is in Takish-Hiz.

The zone in to Elddar is NOT "northish" to the zone in to Takish. In fact, looking at it on the map, it's quite a bit of ways to the west of the zone in, and slightly to the SOUTH, not "northish." It's at 129, -100.

I know why I can't get any Gallantry! It's just because I'm a Dark Elf, isn't it? Yeah, I see how you all are! "No buffs for the Inkies," right? "Dark Elves are all evil!" "Dark Elves smell funny!" Well, we do not smell funny! I've smelled Dark Elves all my life and it's nothing to laugh at!

Straight up, you are all jerks. Post if you know something. Zip it if you don't. Wasting peoples time reading through your post expecting to get answers and then not is very disappointing, and more over makes me question your intelligence. Vent Off..

So you can get there from the PoK. It's just not all as conveinient as the map makes it appear to be. Take a Magus...its better in the long run.

1. Magus to South Ro 2. Takish Ent is positioned at the bottle neck of the So Ro zone, and at the 9 oclock position. Zone in. 3. From ZI, head to your 2 oclock until you are more than half way across the zone. 4. You will see a Dust Devil.. a big dust whirlwind commin off a very small brown disk laying on some ruins. Click that. 5. GratZ..you are in The Elddar Forest.

good direction.. but zone sucks was getting 4%-7% on 100% aa at lvl 84 FoS getting 11-14% so i guess i will keep grinding it out there anouther good zone if u can solo is the instance of unrest at lvl 70 necro was getting 20%+ per mob fast killing after lvl 75 though zone sucks

Morromid (Everquest) Terris-Thule -> Prexus -> now The Rathe Server The more extensive a man's knowledge of what has been done, the greater will be his power of knowing what to do. Benjamin Disraeli (1804 - 1881)

ph theory = PHs for group-killable rares in this zone seem to be monsters that have names that are one of a kind (no more than 1 of this PH up at any given time in zone) .. like there is just one "a free spirit" in the zone (PH for tunarshin the free) etc..

In the south of the zone is a huge tree with a door on the south side. Tried to open it with no luck. Brought my rogue in and tried lockpicks. no luck Clicking the door from a distance gives the message "you can't reach that, get closer" Getting closer and the message goes away, but nothing happens. tried right click, left click, with and without lockpicks and mechanized lockpicks (pick skill 200), and tried hitting the U button.

Mobs come in three flavors Arcanists (Wizards), Oracles (Shamans) and Legionnaires (Warriors) from level 69 to 71. The latter being the most common level. All mobs including names are snareable and slowable, but ones over 70 have slow mitigation. All but the named will run at 12-9% of life

The Oracles (Shamans) and Arcanists (Wizards) cast a wide 360 AE DoT called 'Blood Taint'. IMPORTANT, this DoT is a snare. However it is curable in most cases with Radiant Cure. I don't have the exact damage per tick but will update later with it. The Shamans never tried to heal themselves or others.

Camps

There are 11 wonders in this are and 4 static spawn camps, the largest of which is in the middle of the valley with 2 named and 10 or do random statics all surrounding a named Shaman. Just outside of the center camp is an named Armor.

The other two camps are in the north west with about 5 random and the north with High Chief Gahran`Ghan and 6 others and the final camp being 2 static spawns at the mouth of the valley on the east side.

We started out trying to tank and quickly found that curing and healing from the AE 'Blood Taint' Dot was mana intensive. So we opted for sending in the Bard to kite while we DoT'ed and bowed from the side lines.

Pulling the named:

High Chief Gahran`Ghan is a 73 Warrior located in the back of the valley in a camp with 6 other mobs. Most are the same as the wondering mobs. In pulling watch out for wonders which path close to the zone walls to the north and to the east of the camp near his zone.

As alanray mentioned if you run out to far from the Chief he will start heading back to his camp. We used this to our advantaged and snared him in place with the bard and had him run off with all his friends while the Ranger snared and walked him back to be killed.

He is nothing to worry over just your standard warrior.

Drops

Drops, We did have one Scepter of Tunare drop from a random Wizard mob. I will get the stats and post them later.

Wagiet - Thanks so very much for posting this information! I've been looking for an excuse to do the PURE BLOOD quest (for disease / poison cure spell, lvl 51 I think). Looks like this quest is the perfect incentive!

Something I noticed whilst kiting the orcs, and helpful if doing the Orcish loggers quest. When a orc has an axe in its inventory, the axe will act as a light source and at night can be easily identifiable. Helps a little bit, just eventually will need to kill off all orcs to respawn fresh chances of axes.

Ok ... the various "how to get to Eldar" posts are either VAGUE, WRONG or ... worse... both.

Take your favorite Magus to South Ro.

This zone looks DIFFERENT now. Get used to it.

The zone can be viewed as having two "halves" a north half (NOT to be confused with NRo) and a south half (where the Magus and Druid rings both are)

In the SW corner of the "north half" is the zone to Ruins of Tak. It looks like a cave / tunnel / black hole in the ground. Enter it. You won't die.

Once in Ruins of Tak (not the LDoN Tak zones) go WEST from the zone in / zone out. (To get out click on the rope / bell pull. Handy info to have as some mobs here are psychoticly agressive and SEE INVIS. Not all, but some.)

Go AROUND the little "temple" looking thing in the dead center of the zone.

Go TO /loc 134 by neg 93. There you will see an "eternal flame" looking thing. Click it and you are in Eldar. I didn't find or look for the exit because I gate out or die an summon to Guild Lobby. Hopefully the "how to get out" posts are more accurate than the how to get in ones.

A warning: I don't know if it's a problem with my graphics (I dont have stuff disabled) or with the zone, but I was not seeing the flame/whirlwind people were talking about at all. All I saw near the loc people are giving is a circular brown platform, it had nothing at all on it. Standing on it did take me to Elddar but I would never have found it if I didn't know what specific loc to be looking at.

The Elddar zone-in doesn't look like a flame to me. Looks more like a dust-devil ( a mini-tornado ). Once you are in Elddar, the exit for you melee types is right behind you, i.e. south of the zone-in. It too is a dust-devil thingy and is at the top of the ramps that are to your immediate left and right. I dunno why Phenox got killed gating in, when I went in there were no mobs around. Maybe someone had just then trained the zone out.

As an erudite mage, all the elves in the city except for the named chancelors were indiff. There is a good chance that evil toons will be KOS.

As mentioned in a Earlier post, once in the new PoR zone of Takish`Hiz the zone to Eldarr Forest is almost due west of of your zone in point, on other side of zone. You will notice the zone point as a orange flame type disturbance arising from a small platform. Stepping on such will transport you to Eldarr.Returning is done same way.. As the Eldarr Forest is in the past (Time warp) of the Ruins zone..

Takish-Hiz is a LDoN instanced zone, but Ruins of Takish-Hiz is a new zone introduced with the PoR expansion. The entrance to Elddar Forest is within the Ruins of Takish-Hiz. You can find the entrance to the Ruins of Takish-Hiz in the new South Ro zone. The new South Ro zone combines the old The Oasis and South Ro zones into one larger one. The entrance to the Ruins of Takish-Hiz is in the south west corner of what would have been the old Oasis zone. SW of the island with the spectres, find a trench that ends in a cave, then click the cave to enter Ruins of Takish-Hiz.

"The Arch Druid smiles wearily as you present to him the trophies taken from the Nogdha Tribe.'Well done, my friend,'he says.'You have fared better than I have hoped. May this reward give you strength whenever you may need it.' You have been given: Runed Ring of the Nature Spirits

The above quest is easy and bar avoiding the Blood Spike Spell cast by the Orc Arcanists, Orc Prophets and Orc Oracles it is simple to do. All Orcs have high resists but seem to be easily snared by Druid or Necro. No wanderers were Kos so happily snare and run around. Named Orc High Chief Gahran`Gahn is at back of camp (loc approx 1579, -1554, -67). He does NOTsummon. He wasn't seen to cast any spells bar an "Orcish Bulwark" He does not run, so expect to be kiting him up to 0%. Necros can FD split the High Chief, Druids can snare named and sprint for it. Don't go to far though as they path back and then pop back on spawn points. Druid can evac to zone or zone to Takish, which ever suits. When High Chief is clear.. Kite and kill.. Has more Hitpoints than the other orcs but is a pushover bar that.

Ok,, this is a easy quest done in about 30min (most being run time). Go to Elddar Forest to /LO +857.28 -289.73 and hail Speaker Grayleaf. He will give you 2 different tasks to chose from, get Tree Heaven. When you take the task you receive "Ancient Treant Spirit Seeds".

Now head to the Plane of Growth. Look at your map and get to the Tree of Tunare (can't miss it,,its the tallest tree ive ever seen in my life) run up the tree on the outside, till u get to a little wooden cliff 1/2 way up the tree. Run around the tree til you see a Fairy named Dryed of Tunare. Hand in the Seeds and claim one of the following rewards;

Speaker Grayleaf says 'A [curse] is settling in on these woods. Nothing can be done to stop this.'

You say, 'curse'

Speaker Grayleaf says 'Although it has not yet come to pass, I have heard of this curse whispered by the wind and the river. Our roots are too deep to leave. I understand you are from another time? Maybe you will be able to give our spirits [rest] after these woods are enveloped by sand.'

You say, 'rest'

Select task "Tree Heaven"

Speaker Grayleaf says 'Good luck, Player. Here is what must be done.' You have been assigned the task 'Tree Heaven'.

You receive: Pouch of Treant Spirit Seeds

Deliver the Ancient Treant Spirit Seeds to the Dryad of Tunare 0/1 Plane of Growth

Upon handing in the seeds:

The dryad asks, 'What are these? By Tunare! The spirits of the ancient grove have returned at last. Bless you, traveler.' You have been given: Crimson Cloak of Moonwaters.

Call of the Hero was a wonderful invention. My warrior killed a couple of Tunare's buddies up here, and unfortuantely everyone has a VERY long memory. Mage ran across zone, up to dryad, CotH invis warrior past everyone else.

Just to basically mirror what the necro is saying about getting mobbed at the tree.....

Even invis good races can get mobbed and pounded at the tree if you have ever done any killing in this zone as I did with my guild 2-3 years ago and specifically remember a monk in my guild saying something like : "blah blah blah.....You dont need Tunare faction for anything...blah blah blah."

I made 2 attempts this quest and the first attempt I panicked way too early and gated out at 50% health at the bottom of the tree.

Im a 68 shaman with 120 aas and 5800 hps with cleric buffs.

The mobs at the base of the tree see invis and will attack you even though they con "indifferent" and once your invis is down, if you have bad Tunare faction like I do, mobs from all over will radar you.

The second attmept I made I just rushed the Dryad even though I was geeting attacked from about 5 differnet treants....all you have to to do is give the seeds to the dryad and she will immediatley give you the cloak and you can gate like I did with 8% health.

A VERY big warning on this quest.. If you're one of the dark races, Dark Elves, Iskar for example, then be warned you will be swarmed by the (think names were) Protectors of the Grove. The little faun model guys will just run straight to you from all over the zone and wack you till you're a literally black and blue. At Tunare's Tree there are See Invis there, plus a few nameds there as well so it becomes doubly hard. Even though they hit up to about 200 on some mobs and a few nameds, Prince Thirneg, Guardian of Tunare hit up to 400 approx you can out run and heal up.

I played a 67 Iskar Necromancer and buffed up to the hilt with what I could get. My Necromancer is pretty much undergeared however he was able to run to Tunare's Tree and Feign death a little ways from the base (the Faun guys were training after him) after the message your enemies have forgotten you, I jumped up and hit the first Necro DA and started up the tree. About 1/2 way I hit the final DA and made it to the Dryad and handed in the seeds for the cloak. After I got the reward I sprinted out from the Tree and put as much distance as I could before casting Feign death again. Waited.. Then gated out.

Was a rather fun jaunt and a buzz to pull off, considering I died first run through..

lol, i did the samething with my 66sk, ran to the dryad (while being attacked), then gave the bag of seeds, then ran like heck. fd when i was a good distance away. and blame i got the belt. it took me 10 min to do it. was one of the easiest tasks ive ever did.

Kited several orcs - none summoned and nothing else assisted. Casters have an AE 'Blood Taint' which is a snare/dot and is quite nasty though short in duration; killed my Qvic focused 70 Pet in about 4-5 ticks whether kiting or on hold. Orcs were around 12-13% aa solo xp.

Dropped grubby fine and used parchments as well as orc war beads, orc scalps and Nogdha tribe hatchets. They hit for 1kish...

Everything is red to me (lvl 62 bard, Vah Shir, Agnostic). The elves were indifferent to me with the exception of the Chancellors. Found that out the hard way.

The assorted animals and treants were also indifferent.

The orcs oviously are KOS and luckily do not see invis except for the named.

The giants(which look awesome) are KOS and do not see invis except for the named. They also have clay golems and destructable totems at their camp.

Found 3 people with missions.

Shalowen the Pure would not offer me any due to lvl.

Speaker Grayleaf offered me 2 missions. -Tree Spirits: Travel back to own time and gree the spirit seeds from the corrupted grove. -Tree Heaven: Take the seeds to the Dryad of Tunare in the Plane of Growth.

Arch Druid Lilthill'yan offered me 2 missions. -Giant Problems: Stop the giants from logging the grove. -The Orcish Loggers: Ambush and eradicate the orcs, return with 8 logging axes and the head of the chieftain.

Various named treants dot the zone, grouped with several guardians.

Pomegranates are ground spawn, do not know if anything else was, got sick of picking up pomegranates.

One elvish mob Maryn Tak'Yaliz said "You there! Leave here at once! Your kind is not welcome in here. Now leave before I call for the guards!" Don't know what it means.

It seems these mobs are on the same faction as PoG? Only KoS mobs to me were the orcs, giants, umm whatever the emissary of druzzil mobs are called, and about 5 elves who are part of the 2nd solo quest given in Takish-Hiz from Lilthill's Ghost. 70 Halfling druid, Karana (cause we all know nukes are better than heals)

oh yeah.. and Queen(Maryn Tak'Yaliz) was dubious for some reason.

Shalown the Pure gives 3 missions that unlock as you go in normal and hard, which unlocks a raid.

The zone is in two halves, so go to the northern half, Soutwest Corner of that northern half of the zone there's a dark tunnel that zones you to Takish-Hiz.

Once you zone in (click the bell-rope to zone out) head head North-ish and you'll see fallen masonry with a dancing flame/smoke. Click that and you're in Elddar Forrest.

Didn't spend long there, but none of the mobs at the zone were KoS to me (70 WE DRU)

Gosh, you know what? I'll bet if you really, really, really tried, you could make that instruction even more ambiguous and less useful than it already is!

But still, I give you props for being useless! Not a single location on the map, "northish," not a single concept of how far you have to travel...very impressive in its astounding lack of helpfulness! Bravo!

I know why I can't get any Gallantry! It's just because I'm a Dark Elf, isn't it? Yeah, I see how you all are! "No buffs for the Inkies," right? "Dark Elves are all evil!" "Dark Elves smell funny!" Well, we do not smell funny! I've smelled Dark Elves all my life and it's nothing to laugh at!

Found once you zone into tackish from Sro, go to middle of tackish zone. You will see a circled rock with like glowing light coming up from it. This is the ent to elder just click on the stone.

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Another supremely helpful comment! I bet you guys just stay up all night thinking of ways to provide good useful information to those who come to these boards stupid enough to actually believe they're going to get some help!

I know why I can't get any Gallantry! It's just because I'm a Dark Elf, isn't it? Yeah, I see how you all are! "No buffs for the Inkies," right? "Dark Elves are all evil!" "Dark Elves smell funny!" Well, we do not smell funny! I've smelled Dark Elves all my life and it's nothing to laugh at!

Is there finally a use for Elder Elvish in this zone? Maybe hidden quests you can only receive if you hail in Elder Elvish? (I know Elddar and Elder are different, but I am under the impression that Elder Elvish was the original language and may be spoken here if the lore ties in...)

There is a druid in the PoK library that has 5 books talking about this zone. He's been there for a while, there is some decent lore behind it if your interested. He's standing next to the higher end Druid spells dealer/Parchment turn in NPC.